Adds a variety of magazines, reloading, changing mags from belt.
Alternative Download:
mega.nz 1.1.2 (outdated)
Video previews:
Youtu.be
Youtu.be
Reddit.com
Important Information/Known Issues (in order of importance)
- This is a WIP and has not been tested in long term gameplay. On that note, the balance is probably completely off, something that needs to be adjusted as time goes by.
- Expect bugs, crashes, missing content.
- If you encounter a bug or a crash, post the logfile on pastebin and post the link here in the comments. Dont paste logfiles in here.
- Magazines can only be found on guns atm, there is no trader/loot table integration, yet.
- Remove magazines before upgrading weapons or they will be gone.
- Type63 calibre change upgrade does not work with good ammo 7.62x54, it doesn't change the correct ammo type.
- Mauser 98k reloading over the belt does not work.
- To cancel the reloading process you can press any button on the keyboard.
- The MP412 Revolver is not going to work with the current system.
- Saiga12s is untested and most likely will bug out.
- Magazine images are ugly but thats the best I could do with my limited skill and time available.
INSTALLATION:
- Install Dead Air 0.98b
- Drop the contents of the mod archive into Dead Air installation folder. Overwrite files if necessary.
Recommended Addons (install this magazine addon last)
- DEAD AIR: ENGLISH TRANSLATION
- Dead Air Solo Self Found 1.0.4 (2019.05.11)
Changelog
- 1.0.1 (2019.05.22)
- 1.0.2 (2019.05.22)
- Fixed a bug where drag/dropped ammo creates a magazine
- 1.0.3 (2019.05.23)
- Fixed cost of mags, its 100 ru now
- Fixed a bug where short(obrez) version of guns wont have mags
- 1.0.4 (2019.05.24)
- FIXED: Jammed guns can not be unjammed by reloading the weapon. The only way to unjam is by saving and reloading current game.
- Guns can now be unjammed by reloading as usual.
- 1.0.5 (2019.05.24)
- Added magazines for following guns (thx cortezKBA):
- FNX-45
- ACE-21
- SVD
- SVD "Lynx" (nimble)
- HK G3
- AKS-74U (nimble)
- MP5SD
- Magazine variant detection for "nimble version" of the guns is implemented. This should prevent alot of crashes. (report if you find any of these without magazine).
- Fixed a bug where the wrong magazine type was ejected.
- RPK and AKSU74 45 round magazines are now available to other AK variants with the same caliber. Those magazines are interchangeable as well.
- 1.0.5.1 (2019.05.24)
- Hotfixed a bug with bad magazine detection
- 1.0.6 (2019.05.25)
- Added magazines for following guns (these should be all the missing ones, report if you find more). Also tweaked the compatibility between them.
- OTs-14-1A (custom)
- MP5A3 B "FrasierB"
- Sig 550-S (Custom)
- SIG P220 "Alpine"
- Following grenades/missiles can be loaded into respective weapons again
- vog26 (rg-6)
- m203 (m79)
- og-7v (rpg-7)
- 1.0.7 (2019.05.26)
- RPK-74 magazine fixed, is now interchangeable with other ak types of the same calibre
- New demo video uploaded
- 1.0.7.1 (2019.05.29)
- Added patch for DAOO V1.1 ( based on da_outfit_overhaul_v1.1EXTup3.2.rar)
- 1.1.0 (2019.05.30)
- FIXED: You are stuck in animation and cant move while reloading a gun.
- Reloading animation should play as the supposed to.
- No more "stuck in place" while reloading.
- 1.1.1 (2019.06.02)
- FIXED: Calibre change does not work with current system.
- Calibre changes are now fully supported, except Type63
- Type63 calibre change upgrade does not work with good ammo 7.62x54, it doesn't change the correct ammo type.
- 1.1.2 (2019.06.04)
- Fixes:
- Magazines for USP and nimble variant
- Magazines for AKS74u (nimble) and variants
- Magazines for UMP45 and variants
- Added ammo group for buckshot
- Added alternative download link at the top of the description
- 1.1.3 (2019.06.05)
- Fixed loading animations for pistols where the slide went forward prematurely
- 1.1.4 (2019.06.06)
- Single round feeding from inventory to slotted shotguns should work propertly now.
- 1.1.5 (2019.06.06)
- Added new magazine icons for PKM, RPD and M429, thanks Dragomir3777
- RPD magazine fixed
- 1.1.6 (2019.06.06)
- 9x39 ammo added to the ammo group, weapons that use this ammo should be able to reload now.
- 1.1.7 (2019.06.24)
- adapted russian translation v0.2 from Ap-Pro which is based on 1.1.0
- Credit goes to Hoperise, Source: Link
- fixed a bug where canceling the reloading by pressing "I" renders the magazine in the weapon empty
- moved the icons in the dds file to have a better compatibility with further updates
- 1.1.7.1 (2019.06.24)
- added optional file for Sidorovich who sells all the magazines now
- 1.1.7.2 (2019.06.24)
- added magazine list (text file) for modders
- 1.1.7.3 (2019.07.15)
- fixed a typo in sidor trade files
grat add on!! have you think on contact with Mp5lng to integrate this to The Armed Zone 2.0 when he relize the mod?
No I did not. But I really like the idea. Maybe when this addon is finished. Thank you!
I was actually hoping something like this would come in the next version of dead air, actually i sill am since it kind of fits the genre dead air is looking for it adds that element i personally think it goes very nicely with. Although I would like to see it in a more polished state or something similar to what shoker did or even if it's drag and drop with an camera animation it would be fine.
Anyways great addon i sure am going to use it a lot.
Thx alot, next version of DA supposedly comes out this summer. Fingers crossed.
This is a great addition. I hope we load the magazines individually as well, one bullet at a time :)
I will love it!
This was done in the very first version as you can see in the second video on the reddit post. But TBH I just dont see the point. Imagine loading 71 rounds into a Ppsh and the accidentally hitting eject ammo button. It would just create more issues for a little bit more immersion. I am gonna think it over tho, maybe I find a way to integrate this propertly.
Can I get this first version? And where I can get actual version?
? You are literally on the download page. Scroll up and hit the big red "Download now!" button. As for the first version, I keep that in mind, I can make some optional files I guess.
Thx, I make sure I include optional files for single reloading.
The Zone Of Alienation mod for Shadow of Chernobyl has that, and magazines for weaons.
Great concept, sounds like it needs more work but it looks promising so far.
Thank you ;)
Great concept. I was always wanted magazine system in Stalker series. I had to wait long. I'm surprised that no one has done this before. Good work and keep it up!
I am suprised too, Ive been waiting for taht kinda stuff for a long time and nothing happened. But then I decided to make it myself. I am glad it worked out. Thx man.
Not entirely sure if this is intended, but when you load a magazine it becomes worth more than the ammo itself when sold to a trader. Nothing major but just something I noticed within the first hour or so of play with this installed
its fixed in 1.0.3, which version are you using?
Ah, didn't realize there were updates already, my bad.
Hey, author, i have founded an issue - there is no magazine for FNX-45 ( only FNP-45 have it)
Thx for reporting.
also there is no magazine for galil ACE-21, SVD and SVD(nimble), MP5SD, H&K G3, AKS-74U(nimble), gauss rifle. I cannot load grenade into grenade lauchers (m203,gp-25,rg-6,RPG) and set trunk grenades from backpack into "item"backpack. there is impossible to load the shotguns from backpack. It is possible to make the standart animation of reloading the weapon from "item" backpack when weapon have been loaded (maybe not fully mzgazine, but magazine is not yet disconnected from weapon)?
I updated to 1.0.5. Every bug you mentioned should be gone now, except gauss rifle and the granade reloading. I check these next. Also as a sidenote, shotguns cant be reloaded from backpack, just from belt. And the animations are fixed atm, I cant change it. But I will look into it later.
thanks for the quick response! :)
Would be awesome to see custom reload animations for this mod!
Yeah I agree, something I will look into after the addon is "stable".
The new 3.1 version of the stcop pack, the same one Dead Air uses, has plenty of new models and animations for most guns, maybe you could use or port those somehow later down the line ? I need that new 20 round SKS and those new AK models and animations in my life, not to mention that new version of the MP153 with that sexy wooden furniture.
Demonstration video :https://youtu.be/B4SjyIRPC7M
Also really digging the constant updates man, you're doing great. Keep it up.
Thank you.
Well those animations look really good, some models are nice, some way too clean for my liking. I love the idea, but holy **** this is alot of work. Thank you for bringing this up. I think about it.
Yeah, that Remington 700 for example, just straight up looks like a plastic toy gun. But the new models for the SKS and the new variations for the MP153 and AK-12 are neat imo. Animations are a lot cleaner too.
Well, I love this idea, but I use it when addon will be finished and compatible with Dead Air Outfit Overhaul - DAOO v1.1 EXTENDED and Open Scopes ...
Maybe one day it will happen...
i`m using open scopes and all is good
Dont see any problems with those 2 mods, they dont override any files, I use open scopes myself. But make backups before you try. Justingcase.
there is one file "ui_icon_equipment.dds" and if you replace it, the outfits and backpacks icons will disappear
I did a patch for DAOO, can you test it?
I test it :)
I always wanted a system like this in a S.T.A.L.K.E.R. game, this looks amazing, seems like you'll need to approach firefights with a completely different mindset, and i like that. Although i think i'll wait for more bug fixes and improvements, that being said you already have a mod with vast potencial here, really looking forward to future updates and such. Keep up the great work.
Thanks. You still can opt in to try it out. It does not require a new game. Just back up your files (the whole DA folder) and you should be fine.
I have actually decided to test it and so far i've found just one bug. Some icons for backpacks, closed respiratory packs and such are missing. I'm using DAOO and Open Scope mods. But other than that i'm actually digging the experience.
Reload animation is missing, need to fix it. I liked that there are a lot of interchangeable stores, for example, from AK. I hope that Rainford will notice this addon, improve and use it in DA.
Good job, anyway! Thanks for your addon.
Thank you. I could not change the default reloading function and had to implement my own version. Thats why the animation is missing. But I try and maybe I can bring it back.
What happened? Really wanted to try out this amazing looking addon, you got flagged? I hope this gets sorted soon, it really sucks.
I don't know, some weird stuff, maybe some kiddos hitting that report button. It's all back up now.
Just tried this addon out and it's really nice, I'm liking where it's going.
However there are a few things that put me off of it. Firstly the reload animations are kinda gone which I'm not a fan of, if you could still have the reload animations with the mags, that would be cool.
Also, and I may be wrong on this one, you can't find magazines, you can only buy them or take them off guns that you find which seems silly to me.
Other than that, it's a cool addon which improves the game a lot. Nice work!
You can buy them now from Sidorovich.
Will try this once there's an animation for reloading...but I applaud you for trying, as there aren't many games with this mechanic and the ones that have it are freaking multiplayer pvp games ugh...you'd think that'd be the exact opposite environment for a slow paced methodical style of reloading.
Reload animations are back with update 1.1.0
Will the Russian language?
I can't do myself. I am looking for volunteers.
So freaking cool....still would prefer this just with default Call of Chernobyl though. Don't get me wrong...this mod is cool and all with the enhanced graphics and the interesting perk system when you start a new game...but I've never really been much a fan of ten thousand little items that do various things like in Misery. Medkits, bandages, and easy to use repair kits were good enough for me in the vanilla Call of Chernobyl.
Also....in terms of this mod, at least with the Galil AR....it says 25 round magazine but often times I'm seeing 35 rounds in the HUD....ends up giving me more ammo then I originally had lol.
Weird, I can't reproduce the issue. Do you have any weapon packs installed?
My friend help me, how to make when discharging weapons store immediately showed the exact state of the scale, and not only when you hover the cursor? I already do, it does not work, it is important because I have a status scale displayed on the belt and every time you need to hover the cursor, you know what I mean?
When discharging the store it works, but how to make the discharge of weapons store immediately showed the status?
function MagEjectAmmo(mag)
--put
mag:set_condition()
--put
end
I will have a look on that later. I am currently working an a patch for calibre changes.
Thank you understand me, I hope you manage to fix it, so the addon was perfect and comfortable.
BTW, the new patch is out. It now supports guns with changed calibre, check if you still get the wrong ammo type when ejecting magazines. This most likely was the cause for your issue.
Thanks, already downloaded...I noticed that there was a crash when connecting cartridges with the store in the box, but it's the little things, as if to make sure that the store is disconnected from the weapon instantly gave condition)
ok, can you tell me exactly what you loaded with which ammo type when the crash happened?
As for the immediate updates of the mags, I don't want to change it. I like how you have to "check the mag" by hovering over with the mouse to get the fill rate. It adds more immersion, at least in my opinion.
You can just add the following line to the function on_game_start() at the very top, it should do exactly what you asked:
RegisterScriptCallback("actor_item_to_ruck", on_item_focus)
Happened, but if the store falls on the belt, then the state is not changed, and if in backpack that's all cool, maybe there is a way to do both, and in the first case began as a backpack?
Everything turned out, two functions prescribed, damn I broke my head, tried for a day, but it was all so simple, thanks for the tip).can I?
RegisterScriptCallback ("actor_item_to_belt", on_item_focus)
RegisterScriptCallback ("actor_item_to_ruck", on_item_focus)
Had to do this, otherwise the stores of weapons were missing
function on_item_focus2(item)
if(isMagazine(item)) then
UpdateMagazineUI(item)
end
end
How do you see it on the belt anyway. Mine cndition is off while on the belt. Send screenshots.
Moddb.com
condition_progress_bar="1"></dragdrop_belt>
Привет, подскажи как ты исправил это ? Я не понял куда это записать ! Можно файлы ?